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Use object initialisers and fix order of initialisation vs add
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8908648f97
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@ -13,17 +13,18 @@ namespace osu.Game.Screens.Play.HUD
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private const int duration = 100;
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private const int duration = 100;
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private const double key_fade_time = 80;
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private const double key_fade_time = 80;
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private readonly FillFlowContainer<DefaultKeyCounter> keyFlow = new FillFlowContainer<DefaultKeyCounter>();
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private readonly FillFlowContainer<DefaultKeyCounter> keyFlow;
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public override IEnumerable<KeyCounter> Counters => keyFlow;
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public override IEnumerable<KeyCounter> Counters => keyFlow;
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public DefaultKeyCounterDisplay()
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public DefaultKeyCounterDisplay()
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{
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{
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keyFlow.Direction = FillDirection.Horizontal;
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InternalChild = keyFlow = new FillFlowContainer<DefaultKeyCounter>
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keyFlow.AutoSizeAxes = Axes.Both;
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{
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keyFlow.Alpha = 0;
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Direction = FillDirection.Horizontal,
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AutoSizeAxes = Axes.Both,
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InternalChild = keyFlow;
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Alpha = 0,
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};
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}
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}
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protected override void Update()
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protected override void Update()
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@ -36,13 +37,12 @@ namespace osu.Game.Screens.Play.HUD
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}
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}
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public override void AddTrigger(InputTrigger trigger)
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public override void AddTrigger(InputTrigger trigger)
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keyFlow.Add(new DefaultKeyCounter(trigger)
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{
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{
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DefaultKeyCounter key = new DefaultKeyCounter(trigger);
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FadeTime = key_fade_time,
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keyFlow.Add(key);
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KeyDownTextColor = KeyDownTextColor,
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key.FadeTime = key_fade_time;
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KeyUpTextColor = KeyUpTextColor,
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key.KeyDownTextColor = KeyDownTextColor;
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});
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key.KeyUpTextColor = KeyUpTextColor;
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}
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protected override void UpdateVisibility() =>
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protected override void UpdateVisibility() =>
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// Isolate changing visibility of the key counters from fading this component.
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// Isolate changing visibility of the key counters from fading this component.
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